Unofficial Minecraft Discussion XXVII

Post » Thu Feb 10, 2011 10:02 pm

If that's the case, worse city walls ever. What the hell are they protecting? Nothing? There sort of just out there randomly.

They're only on land. The waterways have been left open in case of us wanting ports (Or something). Personally I think that there is way to much water in that area for us to stop the wall at every little pond.
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Rude_Bitch_420
 
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Post » Thu Feb 10, 2011 10:32 pm

I kinda agree with Gamgee. Usually, walls are put up AFTER the city has bee around for awhile.
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Milagros Osorio
 
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Post » Thu Feb 10, 2011 2:09 pm

It's ridiculous looking. Would be like if China made the great wall in Russia. Yea we might expand there someday, and sure we might suffer an attack from that direction and somehow get to the wall in time to defend it. Then the other south side of the wall is on an island or something. I propose we all the entire area, or shrink the city. It's okay to say the city has all that room to grow, but you can't possible expect to fill it all right now. Also build walls int he water, and have a massive sea port entry way. Simple.
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vanuza
 
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Post » Thu Feb 10, 2011 1:01 pm

I think we should have one massive residential area in the east and south to privede the most roam and keep to keep everyone together as a community. The industry area should be by the NE wall, because it'll make it isolated, and requires the least amount of room. The admin should placed somewhere on a hill in the middle with all of the shops and commercial stuff surrounding it. I'll post a paint picture of this tomorrow if anyone liked the sounds of it. I would do one now buy my android doesn't have paint. :(

Edit: if we move the admin area to the south everything can be filled up (which I think is mandatory due to mobs) giving us room to expand into the middleish. I also agree we should build a sea wall.
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Joanne
 
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Post » Thu Feb 10, 2011 10:19 am

I agree somewhat with what Gamgee's saying. The walls do look a bit rediculous the way they are now. But instead of tearing them down or anything like that, why not just leave them as the outer walls, start building the city from the middle out, and then build an inner wall around wherever we stop building.

The inner wall should make a complete circle around whatever portion of the city we build. Then, if we still need to expand past that, we can expand to the outer walls.

After all, we shouldn't needlessly space out the districts of the city just because we have the land to do so.
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lucy chadwick
 
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Post » Thu Feb 10, 2011 10:09 pm

I agree somewhat with what Gamgee's saying. The walls do look a bit rediculous the way they are now. But instead of tearing them down or anything like that, why not just leave them as the outer walls, start building the city from the middle out, and then build an inner wall around wherever we stop building.

The inner wall should make a complete circle around whatever portion of the city we build. Then, if we still need to expand past that, we can expand to the outer walls.

After all, we shouldn't needlessly space out the districts of the city just because we have the land to do so.

Makes perfect sense. I like this suggestion.
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George PUluse
 
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Post » Thu Feb 10, 2011 11:02 pm

I agree somewhat with what Gamgee's saying. The walls do look a bit rediculous the way they are now. But instead of tearing them down or anything like that, why not just leave them as the outer walls, start building the city from the middle out, and then build an inner wall around wherever we stop building.

The inner wall should make a complete circle around whatever portion of the city we build. Then, if we still need to expand past that, we can expand to the outer walls.

After all, we shouldn't needlessly space out the districts of the city just because we have the land to do so.

Well thing thing is that they already are the outer walls. Or they were supposed to be. All they were really meant for is is to be impressive border markers.

What the original plan was, as far as I know, to build those big walls as border markers and stopping points. Build no farther then the outermost walls.
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Danielle Brown
 
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Post » Thu Feb 10, 2011 12:22 pm

Okay so... we need to mark of the area where the actual city will be. Are we all going to level the area flat? Or just build with the natural terrain features? Would be neat to have a fully paved city for once all on roughly even ground. How big are the inner walls to be? Also road dimensions?
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electro_fantics
 
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Post » Thu Feb 10, 2011 2:43 pm

Okay so... we need to mark of the area where the actual city will be. Are we all going to level the area flat? Or just build with the natural terrain features? Would be neat to have a fully paved city for once all on roughly even ground. How big are the inner walls to be? Also road dimensions?


Well, we already set up the land that the admin palace/castle is to be built on today, so I'm assuming we're just gonna use that as the city center and build out from there. Once we build everything we need, we'll just set up the inner walls.

Edit: Speaking of which, can someone edit the map to show where we're building that palace? Cause I really had no idea where we were, and I'd like to get a feel for how we're gonna build the rest of the city.
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Charleigh Anderson
 
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Post » Thu Feb 10, 2011 12:53 pm

Okay so... we need to mark of the area where the actual city will be. Are we all going to level the area flat? Or just build with the natural terrain features? Would be neat to have a fully paved city for once all on roughly even ground. How big are the inner walls to be? Also road dimensions?

THat's the problem. We don't know. We have no real city plan.

I think that the inner walls should be smaller then the outer walls, ten to fifteen blocks high and two blocks wide. Evan seems to think that the main roads should be four wide and I don't disagree. Side roads should probably be about two or three wide.
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Jessica Lloyd
 
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Post » Thu Feb 10, 2011 2:41 pm

But the inner walls are the ones we will be defending, and if need be the outer ones can be made even larger if we so desire. The inner walls should be about... 15 high, and maybe 4 across giving us a wide area to walk on the top of them. And then dotted with lookout towers. One on each corner for sure. Depending on how large the walls are maybe one or two more for each side. Roads... hmm the main road could probably be about 4... sound right. moderate roads can be 3, small ones can be 2, and back alleys can be 1 for that claustrophobic feel.
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Andrea P
 
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Post » Thu Feb 10, 2011 7:37 pm

I installed a transparent texture pack today and tried it out in singleplayer, in order to see what our thief sees. With the transparent texture pack, any gaps in the rock and dirt above or below ground, whether that be a single missing block or an entire tunnel, can be seen and a direct path to that gap can be easily mined. Likewise, if you have a chest hidden in an empty gap, no matter how well hidden it is with a normal texture pack, the thief can see inside it. But I figured out a way to hide your chests so the transparent texture pack wont be of any use. Lets say you have a small room with a chest inside. Because of the gap this room creates, the thief can see that it's there. So what you need to do is fill the entire room with dirt or another easy-to-mine material, so that there are absolutely no gaps left. The chests don't count as gaps, and act just like the dirt does. Once the room is full of dirt, hide the entrance behind a wall like you normally would. Then if you were to look at the room with the transparent texture pack, it would be invisible. You couldn't see it, just like you can't see all the natural dirt around you. Therefore, the thief can't find it, and your stuff is safe. Now, yes, this would mean you would have to mine out the dirt each time you wanted to access your chests, but it's a small price to pay for safety, imo. I've already converted my storage area to use this system. Now all my chests are in a narrow passage invisible to our thief thanks to the dirt, and when I want to access it, the narrow shape means it only takes seconds to mine enough out to access the chest I want.

I suggest that everyone who has been frequently robbed start using this system. Obviously you would need to find new areas for storage so the thief doesn't know where to look. But by using this method our thief will have just as much trouble finding hidden areas as those of us with normal texture packs do.
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Sara Johanna Scenariste
 
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Post » Thu Feb 10, 2011 6:46 pm

I installed a transparent texture pack today and tried it out in singleplayer, in order to see what our thief sees. With the transparent texture pack, any gaps in the rock and dirt above or below ground, whether that be a single missing block or an entire tunnel, can be seen and a direct path to that gap can be easily mined. Likewise, if you have a chest hidden in an empty gap, no matter how well hidden it is with a normal texture pack, the thief can see inside it. But I figured out a way to hide your chests so the transparent texture pack wont be of any use. Lets say you have a small room with a chest inside. Because of the gap this room creates, the thief can see that it's there. So what you need to do is fill the entire room with dirt or another easy-to-mine material, so that there are absolutely no gaps left. The chests don't count as gaps, and act just like the dirt does. Once the room is full of dirt, hide the entrance behind a wall like you normally would. Then if you were to look at the room with the transparent texture pack, it would be invisible. You couldn't see it, just like you can't see all the natural dirt around you. Therefore, the thief can't find it, and your stuff is safe. Now, yes, this would mean you would have to mine out the dirt each time you wanted to access your chests, but it's a small price to pay for safety, imo. I've already converted my storage area to use this system. Now all my chests are in a narrow passage invisible to our thief thanks to the dirt, and when I want to access it, the narrow shape means it only takes seconds to mine enough out to access the chest I want.

I suggest that everyone who has been frequently robbed start using this system. Obviously you would need to find new areas for storage so the thief doesn't know where to look. But by using this method our thief will have just as much trouble finding hidden areas as those of us with normal texture packs do.



Good to know, I'll upgrade my vault with these countermeasures.
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flora
 
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Post » Thu Feb 10, 2011 11:43 am

-snip-

Great idea. But I'm sure the thief is reading this right now and figures out your anti-theft system.
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Laura Elizabeth
 
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Post » Thu Feb 10, 2011 10:45 pm

Great idea. But I'm sure the thief is reading this right now and figures out your anti-theft system.


In that case either Saurok, Bonemonster, Cliffworms or myself is the thief.

It must be Cliffworms! He showed today he had obsidian! Minecraft Mods, use Ban attack!
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Jerry Cox
 
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Post » Thu Feb 10, 2011 6:10 pm

Great idea. But I'm sure the thief is reading this right now and figures out your anti-theft system.


The thing is, though, that there's no way around it. The thief can't do anything about it. The same transparent textures that enable him to look through the ground also prevent him from seeing anything surrounded by dirt, because he'll look right through it.
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Chloe Botham
 
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Post » Thu Feb 10, 2011 10:24 pm

OFF TOPIC:

Anyone that bought a used copy of DA:O or ME2 for the Xbox 360 and do not have the Cerebus Network for ME2 or the Blood Dragon code from DA:O (given away), I have a code for each that are unused as I recently purchased new copies of each game. PM me for the codes, first come first serve.
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IsAiah AkA figgy
 
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Post » Thu Feb 10, 2011 6:13 pm

If that's the case, worse city walls ever. What the hell are they protecting? Nothing? There sort of just out there randomly.

And it doesn't help that monsters can swim. Monsters need at least 2 block wall obstruction starting at sea-level to prevent water crossings. (though fortunately, they have little reason to take a dip)
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Josephine Gowing
 
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Post » Thu Feb 10, 2011 1:30 pm

Great idea. But I'm sure the thief is reading this right now and figures out your anti-theft system.


True, but it wont matter as long as thief can't cheat. Which this is all about.
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sophie
 
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Post » Fri Feb 11, 2011 12:24 am

Are we all going to level the area flat?

The mods could extract the map information from the server, use a map editor to remove all blocks above a certain ground level Z-level, re-upload map to server, then boom, flat ground.

edit1: A question for the admins: How often is the server backed up? Reading through the threads I don't think I've ever read a comment complaining about or acknowledging a revert to a previous back up ever taking place.
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Dominic Vaughan
 
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Post » Fri Feb 11, 2011 1:21 am

The mods could extract the map information from the server, use a map editor to remove all blocks above a certain ground level Z-level, re-upload map to server, then boom, flat ground.

edit1: A question for the admins: How often is the server backed up? Reading through the threads I don't think I've ever read a comment complaining about or acknowledging a revert to a previous back up ever taking place.


The server autosaves every 30-45 minutes or so. As extracting the world, editing it and reuping it... that would take 6-10 hours, due to the file structure and being forced to use FTP protocols. It would be much faster to just mine the damned thing.
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Hairul Hafis
 
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Post » Thu Feb 10, 2011 3:51 pm

The server autosaves every 30-45 minutes or so. As extracting the world, editing it and reuping it... that would take 6-10 hours, due to the file structure and being forced to use FTP protocols. It would be much faster to just mine the damned thing.


I say we just keep the ground levels as they are. It makes city more interesting if it has some elevation.
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Melanie Steinberg
 
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Post » Thu Feb 10, 2011 8:22 pm

The server autosaves every 30-45 minutes or so. As extracting the world, editing it and reuping it... that would take 6-10 hours, due to the file structure and being forced to use FTP protocols. It would be much faster to just mine the damned thing.

Ouch. Yeah it would have to be done manually then.
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alicia hillier
 
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Post » Thu Feb 10, 2011 9:43 pm

I say we just keep the ground levels as they are. It makes city more interesting if it has some elevation.


I agree
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Kieren Thomson
 
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Post » Thu Feb 10, 2011 11:02 am

Haud the bus!


Those walls are just the other city boundaries. The problem with Aldgate was that there was no room for expansion outside the original boundaries. Those 9 squares are the limits of where we can build without straying into occupied territory.


My suggestion: Start in the middle of the blue area marked out by Mr.E, and let it grow naturally. Individual areas can be segregated by 1-block thick inner walls. I'll be back on Sunday night, so I'll leave it up to the other mods and active builders to work out sensible segregations for the initial areas. I'd suggest an admin area (city hall etc) in the centre, and watch towers on nearby high land.


EDIT: Maybe I'm biased, living in a beautiful city built around an ancient carboniferous volcano, but NO FLATTENING THE CITY LAND!
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Lalla Vu
 
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